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kaplademo/source/demoFramework/Shader.h
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173
kaplademo/source/demoFramework/Shader.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
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#ifndef SHADER_H
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#define SHADER_H
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#include "foundation/PxVec3.h"
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#include "foundation/PxMat33.h"
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#include "foundation/PxTransform.h"
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#include <GL/glew.h>
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#include <map>
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#include <vector>
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#include <string>
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using namespace physx;
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#define STRINGIFY(A) #A
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// ----------------------------------------------------------------------------------
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struct ShaderMaterial
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{
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void init(unsigned int texId = 0) {
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this->texId = texId;
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ambientCoeff = 0.0f;
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diffuseCoeff = 1.0f;
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specularCoeff = 0.0f;
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reflectionCoeff = 0.0f;
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refractionCoeff = 0.0f;
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shadowCoeff = 0.0f;
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color[0] = 1.0f; color[1] = 1.0f; color[2] = 1.0f; color[3] = 1.0f;
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}
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void setColor(float r, float g, float b, float a = 1.0f) {
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color[0] = r; color[1] = g; color[2] = b; color[3] = a;
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}
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bool operator == (const ShaderMaterial &m) const {
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if (texId != m.texId) return false;
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if (color[0] != m.color[0] || color[1] != m.color[1] || color[2] != m.color[2] || color[3] != m.color[3]) return false;
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return true;
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}
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unsigned int texId;
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float color[4];
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float ambientCoeff;
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float diffuseCoeff;
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float specularCoeff;
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float reflectionCoeff;
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float refractionCoeff;
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float shadowCoeff;
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};
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// ----------------------------------------------------------------------------------
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class Shader
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{
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public:
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Shader();
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virtual ~Shader();
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bool isValid();
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virtual void activate();
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virtual void activate(const ShaderMaterial &mat);
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virtual void deactivate();
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operator GLuint ()
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{
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return mShaderProgram;
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}
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const std::string &getErrorMessage() { return mErrorMessage; }
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GLuint getShaderProgram() {return mShaderProgram;}
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//protected:
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bool loadShaders(const char* vertexShaderFile, const char* fragmentShaderFile);
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bool loadShaders(const char* vertexShaderFile, const char* geometryShaderFile, const char* fragmentShaderFile);
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bool loadShaderCode(const char* vertexShaderCode, const char* fragmentShaderCode);
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bool loadShaderCode(const char* vertexShaderCode, const char* geometryShaderCode, const char* fragmentShaderCode);
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void deleteShaders();
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bool compileShaders();
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void getCompileError(GLuint shader);
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void getLinkError(GLuint shader);
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void findVariables();
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void bindTexture(const char *name, GLuint tex, GLenum target, GLint unit);
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GLuint mShaderProgram;
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GLuint mVertexShader;
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GLuint mGeometryShader;
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GLuint mFragmentShader;
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GLuint mGlShaderAttributes;
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char* mVertexShaderSource;
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int mVertexShaderSourceLength;
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char* mGeometryShaderSource;
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int mGeometryShaderSourceLength;
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char* mFragmentShaderSource;
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int mFragmentShaderSourceLength;
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struct UniformVariable
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{
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GLint size;
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GLenum type;
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GLint index;
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};
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struct AttributeVariable
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{
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GLint size;
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GLenum type;
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GLint index;
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};
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enum glShaderAttribute
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{
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gl_VERTEX = (1 << 0),
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gl_NORMAL = (1 << 1),
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gl_COLOR = (1 << 2),
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gl_TEXTURE = (1 << 3),
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};
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typedef std::map<std::string, UniformVariable> tUniforms;
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tUniforms mUniforms;
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typedef std::map<std::string, AttributeVariable> tAttributes;
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tAttributes mAttributes;
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std::string mErrorMessage;
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public:
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virtual bool setUniform(const char* name, const PxMat33& value);
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virtual bool setUniform(const char* name, const PxTransform& value);
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virtual bool setUniform(const char *name, PxU32 size, const PxVec3* value);
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virtual bool setUniform1(const char* name, float val);
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virtual bool setUniform2(const char* name, float val0, float val1);
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virtual bool setUniform3(const char* name, float val0, float val1, float val2);
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virtual bool setUniform4(const char* name, float val0, float val1, float val2, float val3);
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virtual bool setUniformfv(const GLchar *name, GLfloat *v, int elementSize, int count=1);
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virtual bool setUniform(const char* name, float value);
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virtual bool setUniform(const char* name, int value);
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virtual bool setUniformMatrix4fv(const GLchar *name, const GLfloat *m, bool transpose);
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virtual GLint getUniformCommon(const char* name);
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virtual bool setAttribute(const char* name, PxU32 size, PxU32 stride, GLenum type, void* data);
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bool loadFile(const char* filename, char*& destination, int& destinationLength);
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};
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#endif
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